Quote (tudey @ Apr 20 2012 04:54pm)
no that's not what im saying. trappers surely don't beat good hammers 100% and of course shit happens and hammers get in range with you, but you want to be in hammer rangefor as little as possible.
but yea well, maybe a ghost with a certain setup for this matchup (something that I have never seen a ghost actually use vs hammers, but barely any of the "known" eu guys are playing ghost anyway) could actually do pretty decently vs even a good hammer
being in hammer "range" really depends on whats going on in the duel. sometimes its like "I gotta get out of here NOW" and other times its like, "oh there are hammers spinning around me, let me whirl this fool and not get hit".
being inside hammer spirals.. its not that risky if you know where they are and the blindspots/how to move around inside/get out of hammer fields. the problem is when you know there is desync going on and you aren't exactly sure how the hammers are displaced. thats usually a good time to relocate around the moor. even before you get caught inside "danger" areas.
if you know where the hammers are (even if they are desynced, as long as you can read it) you can be pretty safe and confident as you whirl the hammerdin and walk the hammers. imho.
but yeah you are right ghosts do need to take quite a bit more of a risk in this matchup than trappers. but you can always play passive and mindblast until hammerdins make mistakes. and then you can always jump in the fray with a trapper and try to fb hammerdins for fun and to seal the duel. it's assassin vs hammerdin, all very similar to me, and after extensive kicksin vs hammerdin practice taking "risks" vs hammerdins doesn't sound that bad.